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Messages - Az the Squishy

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421
Modding Resources / Re: Trylobot's ship editor (2.6.2)
« on: May 09, 2014, 11:48:33 AM »
This is more of a question, but i've been playing aound with the ship-editor, and i'm a bit confused on some of the things in it, and read me only gives to much help... SO, has anyone made a written manual of sorts for the editor to better enable people to use it? as that's probably the only obstelcle to heave over.

422
Mods / Re: [0.6.1a] Interstellar Federation v1.27
« on: April 17, 2014, 11:58:26 AM »
You may want to Put Kazi on the main page as a new Maintanier or Kazi can make a Updated thread that is simply to keep the faction alive. I've to agree that star-sector isn't too great (yet) but it's a good time killer once in a while, and great factions like Ifed. Even if a little dated, give the game a breath of life every so often. Right now i'm trying to make my own faction based around tools that miner's would use.. a sort of Indepentant Mining Faction :P

Cameo to that...


Anyway, Thanks for what you've posted here Kip, I can't wait to see what you build up again from the experineces you've had. :)
Even if it's just afew spirtes to keep from getting rusty or somethin'. :P

423
So, is it ment to have a LOT of ports for the Excilierin Mod compatibility or is it something on Excelrin's side or what? Cause IT seems to want 10+ portraits for your mod.

I read the front, feel silly now...     @~@

BTW, i LOVE the zorgs, have you ever considered adding a triangle fighter perhaps?

424
Modding Resources / Re: LazyLib v1.7 (.6.1a, released 2013-12-18)
« on: January 12, 2014, 01:49:37 PM »
Huh, okay... it works, i think?... I'm going to have to take a look at the forums and see if i'm missing anythingin particular, the game doesn't show the ships correctly... and I go at a bun of 14~!!... ... Not normal as far as i can tell.
But it works, kind'a, now.

425
Modding Resources / Re: LazyLib v1.7 (.6.1a, released 2013-12-18)
« on: January 12, 2014, 01:19:33 PM »
Hail the mighty Lazy!

(awesome code~!)

But i'm having an issue with the Vacuum mod with LazyLib, it tries toload but stops mid way stating an errror similar Himntor's,

I look in the log an THIS, is what I get.
Spoiler
Code
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/LazyLibCombatHook.java, Line 5, Column 13: No applicable constructor/method found for zero actual parameters; candidates are: "org.lazywizard.lazylib.combat.CombatUtils()"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.findMostSpecificIInvocable(UnitCompiler.java:6994)
at org.codehaus.janino.UnitCompiler.invokeConstructor(UnitCompiler.java:5975)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2524)
at org.codehaus.janino.UnitCompiler.access$24(UnitCompiler.java:2503)
at org.codehaus.janino.UnitCompiler$5.visitSuperConstructorInvocation(UnitCompiler.java:942)
at org.codehaus.janino.Java$SuperConstructorInvocation.accept(Java.java:2798)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2071)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:539)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
... 5 more
[close]
So i'm going to try an delete the flie see if that works, or Wait for Vacuum to update.

Az out. :P

426
I love this mod! It's much more involed to a degree then excerlin is, however Excilerine has support for the Community factons, which is why it's still my favorite, but over all your own mod is GREAT! I'm glad to see youve updated it! I was worried youg ave up on it. :<

427
Mods / Re: Vacuum / Exerelin Alpha 2 (Total Conversion)
« on: October 22, 2013, 01:36:12 PM »
Can't wait for Vaccum to come back, I love ig just as much as the mod it's stemed from- at least idea wise. x3

anyway, hope you get some good work done on it. ^ ^

428
Mods / Re: [0.54.1a] Interstellar Federation v1.25
« on: October 19, 2013, 08:53:54 AM »
First of all, kick ass faction, The lore is nice, I really enjoyed using the Hornet fighter with the interceptors and with a frigate or two, the combination was very deadly and I loved it!

Juding from the " It's go time  8)" Post you made in the 0.6.1a forum topic, we are possibly going to see an update within the future, I hope it doesn't give you a head ache. Be well!
Tht makes me feel budder ;)

agreed!!! THE FEDERATION MUST RISE AGAIN!... being dramatc, but, being honest, I'd love to play the mod once it updates. :)

429
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 15, 2013, 06:44:52 PM »
Thanks Zaphide! I'll do the fix and update excerlin when it comes out, heahaehaha. The nomads are awesome.... =3= An so is your mod.


PS, If i was able to search in the topic itself i would've probarably found the sulotion but i don't know or haven't figure out how to use the search system like that.  > <

430
Mods / Re: Project Ironclads, version 6.3 (0.6.1a)
« on: October 15, 2013, 01:54:08 PM »
Okim, if this contoniues i'd say post it on the Front-page of the mod for a little while. or show some of the starting ships/possiblilitie's thaty we they can SEE, there's a diffrent ship to get when you do the answers! xD

431
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
« on: October 15, 2013, 01:50:47 PM »
Hey, i don't know if this is something with code orwhat, but i was wondering, why is it that i can only see a few factions. I've downoaded the Nomads an for some reason, i can't choose to be their faction. It's weird... I used to be able to, what hapened!?  ???

432
Mods / Re: [0.6.1a] The Nomads (v0.9.4)
« on: October 15, 2013, 07:58:08 AM »
I don't think the Dagger's would effectively hurt a small ship unless it was imbolie in the first place.

As for the mod, I love your sytle, keep it up! (i particularly love piloting the yellow jacket, that thing is fringgin' evil!!!! EEEEVIIIIIIIL!)

433
Mods / Re: the ASP syndicate
« on: October 14, 2013, 10:28:19 PM »
ALLLRIGHT, so the monkye doesn't need his eye's checked... again, YAY!

434
Mods / Re: the ASP syndicate
« on: October 14, 2013, 02:36:47 PM »
huh, i don't know if this is just me, but i can't see any pictures, i's just, a page. LOL!

435
Mods / Re: Project Ironclads, version 6.21a (0.6.1a)
« on: October 11, 2013, 03:42:18 PM »
I'm biting my tounge, hehaha!

Allright, so, really though, i can't wait to get the new release! Mining, ETC, AAAWWWEESSOOOOOOOOOOMMME!!!

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